I have 2 dungeon scene objects, each exported from blender, each in their own gltf file:
pillar.gltf
pillar.bin
wall.gltf
wall.bin
Both pillar and wall use the same material ‘light grey’ in blender.
Examining the .gltf files, each contains identical materials information:
"materials" : [
{
"doubleSided" : true,
"name" : "grey light",
"pbrMetallicRoughness" : {
"baseColorFactor" : [
0.3010401427745819,
0.3010401427745819,
0.3010401427745819,
1
],
"metallicFactor" : 0,
"roughnessFactor" : 0.5
}
}
],
Is there some way to only transport this information once over the network? In this case, it’s only a few bytes but I’m supposing that with more complicated materials, that would grow. Plus I have more than just these two objects that use ‘light grey’. I want to keep the wall and pillar in distinct files and just get them as and if required.
I tried exporting from blender with the gltf export option Materials=‘placeholder’. Doing that, I see no material reference in the .gltf files at all although I don’t know how to examine the .bin files.